Can I also givea shout out to Howard Brady, after being very ill for some time he is feeling well enough to attend the odd show and put on games again, great news Howard all the best my friend.
First Brigade Average Commander
3 battalions of Khalsa Sikh regulars
1 battery of 3 light horse guns
1 Small unit of Sikh regular Currasier
Second Brigade Poor Commander
1 standard and 1 small unit of matchlock armed irregulars
1 unit of sword and spear armed irregulars
1 large siege gun
Third Brigade Poor Commander
2 standard and 1 small Irregular Cavalry unit
Fourth Brigade Poor Commander
2 Standard Irregular cavalry units
Most of the Irregulars were wavering and so would take a break test every time they had a casualty making them very brttle and their poor command rating also made them difficult to use effectively..
First Brigade Good Commander
I battalion of British regular foot
2 battalions Indian Sepoy foot
1 battery of 2 field guns
Second Brigade Average Commander
2 battalions of irregular matchlock men
1 large siege gun
1 irregular horse unit
Third Brigade Good Commander
I regiment of British Lancers
1 regiment of HEIC irregular horse
1 small half regiment of Bengal Native Light Horse
1 battery of 2 Bengal Horse guns
I say arguably as the Sikhs certainly had some excellent commanders and the British certainly some particularity poor ones, both suffered from some real command issues. In the first Sikh War the Sikh Commander in Chief was under instructions from the Rani to lose, he tried his best and the Sikhs still nearly beat the Company. The British CinC had a preference for bayonet charges into the teeth of enemy cannon and manoeuvre be damned whilst being hampered by some of his Cavalry commanders, in the first war one general went mad and ordered the Cavalry and horse artillery to retire from the field of battle, In the second Anglo-Sikh war the British had the same mix of Brilliance and Buffoonery whilst the Sikh were dogged by in-fighting and self-serving whilst the Afghans double dealt in the background and eventually abandoned the Sikhs to their fate. The HEIC staff work would though be superior to the Sikhs and help give the British an edge.
The British had their regular Brigade opposite their Sikh counterparts and their irregulars also opposite the Sikh irregulars, the company cavalry were massed on their right flank opposite the largest of the Sikh cavalry formations..
The Flashman casualty marker was again pressed into service as a leader. At this rate I may have to re-base him.
With the Company line stalled behind the hill Chris charges the Sepoys again and this time he gets in, his unit eventually breaks but not before inflicting casualties on the Sepoys.
Next move the Company occupy the hill and are able to shift their irregulars forward and a long range cannon duel ensues.
The Gorchurra charge the lancers and are defeated and forced back but both the lancers and the Gorchurra are all now shaken and therefore unable to charge again until casualties can be rallied off.
The saving grace is that the Sikh cavalry are all shaken and unable to take advantage of this success.
The amended rules worked perfectly well for Sikh Wars and the addition of special rules for units helps add flavour. Steve felt that despite this it didnt feel much different to the other Black Powder games we played. Mark and I felt that it was different enough, however more games will tell and we may add other small bits of flavour to help this feel more like India. Water carriers and baggage may form parts of future games with this in mind.
I look forward to playing this again when I have some more Company forces to throw in, I already have a little more cavalry. For now I will content myself with another Sikh Sharp Practice coming up.
Thanks for reading, hope you found it entertaining.